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Assign each item a drop chance, either as a property on the item itself or some other way (e.g. a dictionary of Item->Drop chance). Then when you...
In the absence of a better solution (which very well could exist), you could always have 2 colliders, one normal, one trigger, on your player and...
Looks to me like Invertex's reply is the solution you should be going for - split your texture into multiple textures, then add them separately....
Is there a time when the player and the enemy actually need to collide without this invincibility behaviour happening? If so, you could just use...
Honestly, in the examples you've posted you probably want to stick to using foreach. If you're having performance issues then they are most...
Alternatively: Destroy(childObject, 2.0f);
Thanks for the suggestions guys. I tried using a HingeJoint2D with a motor, but this led to some very strange behaviour when I attached a normal...
I'm working on a game, where I dynamically attach and detach various moving objects to each other (i.e. I have some sticky objects). Currently,...